Colin Johanson
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'Bringing the game to console for the first time' means that ArenaNet 'can reach a much wider group of players' as devs say they want to offer an 'invitation' for everybody to play Guild Wars 3 together by bringing it to PS5 and PC — but not Xbox
ArenaNet announced that Guild Wars 3 will be the first game in the series to launch on both PC and PlayStation 5, aiming to reach a wider audience. Studio head Colin Johanson stated the console release is an 'invitation' for new players to join the MMORPG, which is set 1000 years before the original game. A beta is scheduled for Fall 2027, but a full release date has not yet been announced.
ArenaNet says Guild Wars 3's ancient Orr setting will entice hardcore fans who 'care deeply' about the lore, but it also means 'it's the perfect time for new people to come join the Guild Wars franchise'
ArenaNet has revealed that Guild Wars 3 will be set 1000 years before the original game in the ancient land of Orr. Studio head Colin Johanson stated this setting will appeal to both longtime fans invested in the lore and new players who won't need prior knowledge of the franchise. The game is scheduled for a PC and PlayStation 5 release, with a beta planned for Fall 2027.
Guild Wars 3 dev wants you to be able to take a break for months at a time and know you're "not going to be left behind"
ArenaNet studio head Colin Johanson believes the MMO genre is still thriving and that Guild Wars 3 aims to address common player concerns about time commitment. He emphasizes the need for games to allow meaningful progress in short sessions and for players to be able to take extended breaks without falling behind.
ArenaNet says Guild Wars 3's new momentum system creates a 'seamless sense of movement you'd expect to see in an action game' by connecting all movement and combat abilities to create 'fluid movement'
ArenaNet studio head Colin Johanson detailed Guild Wars 3's new momentum system, which aims to create fluid transitions between movement and combat, a first for the MMORPG genre. This system allows players to maintain momentum through actions like jumping, gliding, and wall-running, seamlessly blending them with combat for a more action-game-like experience. The game is scheduled for a Fall 2027 beta on PC and PlayStation 5.
"20 players is the sweet spot": Guild Wars 3's action game combat is a first for MMOs, but it doesn't work at traditional raid scale
ArenaNet is developing Guild Wars 3 with a focus on action game-like combat and fluid movement, drawing inspiration from titles like Prince of Persia and The Legend of Zelda: Breath of the Wild. This approach shifts away from traditional MMO raid scales, aiming for a 'sweet spot' of around 20 players for optimal combat experience. The developers are also incorporating lessons from live service games to make the MMO more approachable.
MMO Week in Review: Joy of movement
This week's MMO news roundup covers a preview of Guild Wars 3's combat and movement, with ArenaNet's Colin Johanson taking on the game's direction. Other news includes Xbox's cloud gaming plans, Aion 2 lacking an Oceania server, Elder Scrolls Online's roadmap, and rumors of a StarCraft successor from Nexon and Blizzard.
Guild Wars 3 wants to solve every MMO's biggest problem, and might actually pull it off: "No subscription fee…
ArenaNet is aiming to solve the biggest challenge in the MMO space with Guild Wars 3: making the genre more accessible and less like a 'second job.' Studio head Colin Johanson discussed how the game will focus on approachability and depth without a subscription fee, allowing players to engage meaningfully in shorter play sessions and return after breaks without falling behind. This focus on player time and a less demanding relationship with the game aims to attract both veteran MMO players and a new generation.
With wall-running and surprisingly weighty combat, Guild Wars 3 is aiming high: "If we hadn't been making MMOs for 26 years I don't think we could have built this"
Guild Wars 3 is aiming for a more visceral, action-RPG-like combat experience with a new momentum system that allows for wall-running and impactful attacks. Developer ArenaNet is focusing on making the MMO accessible for both new and returning players, with a launch planned for PlayStation 5 and PC.
Guild Wars 3 is a lot smaller scale than Guild Wars 2 because of the new approach to combat and movement: 'You would probably see about 20 players in a large combat scenario'
ArenaNet's Guild Wars 3 will feature a significantly smaller player scale in combat scenarios, capping at around 20 players, compared to Guild Wars 2's large-scale battles. This decision is driven by the new high-fidelity combat and movement systems, which are designed to be more readable and visceral. While cities will remain busy social hubs, the open world will focus on more intimate, meaningful player interactions.
Guild Wars 3's devs think they've found an answer to one of MMOs' biggest problems, but can ArenaNet pull it off?
ArenaNet is developing Guild Wars 3 with a focus on dynamic momentum-based movement and combat, aiming to break away from traditional MMORPG design. Studio lead Colin Johanson and combat lead Kevin Stocker demonstrated how chaining traversal and combat actions creates a more fluid, action-RPG-like experience, contrasting it with the static nature of many MMOs. The game will also feature more defined player roles and cooperative multiplayer combos.
Flameseeker Chronicles: A first look at combat and the joy of movement in Guild Wars 3
ArenaNet provided a first look at Guild Wars 3, focusing on its fluid movement and kinetic combat systems, which aim to innovate within the MMORPG genre. Director Colin Johanson highlighted features like momentum conservation and environmental interactions in combat, while also acknowledging concerns regarding UI minimalism and potential combat simplification.
Guild Wars 3's approach to combat and movement is like nothing I've ever seen in an MMO before: 'One of our big goals when we make a new game in the Guild Wars franchise is to set out and try new things'
ArenaNet's Guild Wars 3 aims to innovate within the MMORPG genre with a focus on dynamic movement and visceral action combat. The game, set 1,000 years before Guild Wars 2 in the land of Orr, introduces mechanics like wall running, mantling, and seamless transitions between gliding and combat, all powered by a momentum system. This approach aims to create a fluid experience distinct from traditional MMOs, with developers Colin Johanson and Kevin Stocker highlighting how movement directly impacts combat effectiveness.
MMOs Have “Stagnated,” Guild Wars 3 Studio Head Says
ArenaNet studio head Colin Johanson believes the MMO genre has stagnated, with many players still engaging with games over a decade old. He aims for Guild Wars 3 to introduce "wild, crazy ideas" to revitalize the genre by addressing approachability and respecting players' time, offering a less demanding experience than traditional MMOs.
Guild Wars 3 Plays Unlike Any Other MMO, And That’s A Good Thing
Guild Wars 3 is set to redefine the MMORPG genre with its unique, fluid combat and traversal systems, moving away from traditional action bars and tab-targeting. Developed by ArenaNet, the game emphasizes momentum-based movement and environmental interaction, aiming to provide an equally engaging experience on both PC and PlayStation 5 with controller support.
The people of video games on what gives them cause for hope
Industry professionals share their reasons for optimism despite current challenges, highlighting the resilience of game developers, the innovation within the indie scene, the growing cultural impact of games, and the enduring passion of players. They emphasize community support, creative freedom, and the potential for new ideas to emerge from difficult times, suggesting a bright future for the medium.
Guild Wars 3 may have cracked the MMO code for tired millennials
ArenaNet studio head Collin Johanson stated that Guild Wars 3 aims to respect players' time, allowing them to play as much or as little as they desire. This approach contrasts with many modern MMORPGs and live-service games that can feel like a second job due to mechanics like battle passes and repetitive tasks. The article suggests that if Guild Wars 3 can remain captivating without demanding excessive playtime, it could appeal to a growing audience of adult gamers.
The Daily Grind: Are you upset that Guild Wars 3 seems to be ditching the zerg?
ArenaNet has indicated that Guild Wars 3 may move away from the large-scale 'zerg' gameplay that defines Guild Wars 2. While some players enjoy the low-stress mass participation, others, like the author, are open to a potential shift towards smaller-scale content, reminiscent of other MMOs like World of Warcraft.
NC, ArenaNet and bilibill Reveal ‘Mistbound’ - The First Digital Card Game Set in the Guild Wars Universe
ArenaNet, NC, and bilibili have announced Mistbound, a new free-to-play digital collectible card game set in the Guild Wars universe for PC and mobile. The game introduces a 'Dynamic Movement Gameplay' mechanic allowing cards to reposition on a tactical grid, aiming to blend the franchise's lore with deckbuilding strategy. Key figures from ArenaNet and NC, along with a former professional Hearthstone player, discussed the game's design and accessibility.
Mistbound is a new Guild Wars CCG by ArenaNet, NCsoft, and Bilibili
ArenaNet, NCsoft, and Bilibili have announced Guild Wars Mistbound, a new digital collectible card game set in the Guild Wars universe. The game features a unique multi-directional card movement mechanic on a tactical grid, aiming to blend the franchise's lore with deckbuilding strategy. While officially licensed by ArenaNet, NCsoft is shouldering development, with Bilibili handling global publishing.
Guild Wars 3 isn't the only new Guild Wars on the way: ArenaNet just announced a Guild Wars card game
ArenaNet, alongside its parent company NC and with involvement from bilibili, has announced Mistbound, an official Guild Wars card game. This new title expands the franchise into the collectible card game genre, featuring a dynamic tactical grid where cards can reposition. Studio head Colin Johanson stated the game aims to offer a new way for fans to play together, inspired by the franchise's card game roots and the world of Tyria.